Using VR to Deliver Experiential Learning

Using VR to Deliver Experiential Learning

Posted on January 30, 2018

When Devika was founded, the mission was to create a modern business which not only utilised emerging technology but gave back to the community. To achieve this goal we have specifically focused on education, evident through Devika Learning. As we entered the educational space with our emerging technology, other opportunities arose. One area of particular interest was the use of VR to enhance experiential learning.

When deciding upon which new avenue to venture into, our main objective was to support student learning with emerging technology. Our vision was to not only offer knowledge but provide students and schools with immersive learning experiences. The identification of these values and objectives inspired our team to launch our latest educational initiative, Kolb.

Kolb is a software application which facilitates experiential learning and is based off the Theory of Experiential Learning (Kolb 1984). Kolb visualises numerous scenarios and is mapped to the Department of Education’s High School curriculum. The content is delivered to students in virtual reality (VR) and augmented reality (AR). Kolb also utilises gamification which is the application of game-like thinking, such as completing a series of activities/levels. This has resulted in higher student engagement and higher rates of retention from students.

Considering that the professional world is rapidly progressing in regard to technological development, it seemed relevant for our company to consider updating the technological tools which students are learning with. With this in mind, we merged Kolb’s theory (1984) with our immersive technology. By doing we we created a new dimension of experiential learning.

History of VR

While VR has existed on the periphery of industries since the 1950s, hardware and software limitations have prevented its development. The mainstream application of VR has therefore only recently become possible. Throughout the short period of time that VR has existed, it has primarily been connected to the gaming industry. Despite this association, VR has many possible applications which exceed the gaming sphere. TYhe industries in which VR and AR would flourish include healthcare, data visualisation, public safety, entertainment, sport and design. While we could delve into each of these markets, our passion is to educate and equip the next generation with emerging technological skills.